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Ereus

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Posts posted by Ereus

  1. Gentlemen I have tried to incorporate your ideas as best as I could, but please bear with me. I've removed the seat and added a platform instead effectively turning the thing into a hover sled. Added some more ailerons to spice it up a bit. Added a bulge in the middle and on the sides and some extrusions to adhere to "the rule of cool" a bit more. 

    Obviously Im open for more suggestions and possible corrections.

    Grineer-Hoverbike.jpg

  2. That... is an astonishingly competent reply. I'll say that my idea was of a Nightwatch-exclusive wehicle (and Nightwatch use non-standardized equipment), which would be slightly more comfortable (hence the seat), but thinking calmly about it you're probably right. I'll try adding spikes, bulges and tapers and removing the seat altogether to see the idea in action. Hopefully I'll have something crafted soon.

    I do appreciate the time and effort you took to reply.

    • Like 1
  3. I bid you good cycle, fellow Tenno.

    I took the liberty of having an idea (I know, I know). A concept of sorts. The glorious DEvs have been playing around with an idea of vehicles for a while now, and from what I've seen it's not progressing all that well. Possibly because of how the maps themselves are constructed - PoE has numerous rocks, trees and obstacles that would bug the sh*t out of every ground-based wheeled vehicle. We as players wouldn't want that. The DEvs wouldn't want that. It'd be terrible. 

    That's why we need things to HOVER. This way they can jump over obstacles, but never get to Dargyn level flight. 

    Let me present you with Hurgyn:

    Hurgyn

    Grineer-Hoverbike.jpg

    FLUFF:

    This Grineer Hoverbike came out of necessity for near-shore and inland patrolling around Cetus. Faster than any Eidolon, mobile and close to the ground to never miss any Cetus rat hiding under a tree from a Dargyn. Equipped with 2 twin-linked cannons for destructive force it'd be a force that could very well mean an end to anyone unwise enough to cross it's path. 

    REASONING:

    Dargyns are a mixed-bag - easy picking for hitscan weapons, but incredibly pesky with non-hitscan ones. They're hard to catch and new players can find them more of an irritating factor than an impressive enemy. Hurgyn squads (usually duos) would be a middle ground between sitting ducks that are regular grineer troops on PoE and Dargyns. Appearing at night as Nightwatch patrols zooming between camps they would add a bit of variety to the roster. Nothing really beats a hoverbike in pure coolnes factor, so allowing the players to control one would be a great idea (as many new players on PoE have to run everywhere for ages). Their weapons would be hitscan, they could strafe and jump (to avoid obstacles like out K-drives) and effectively solve two problems at once - slow movement without archwings and many people simply disliking them.

    If spread across multiple factions or even incorporated into Dojos players would be able to customize their own Hurgyns creating hovering Hot-Rods, speeders and tank variants. Adding revenue for DE and having their FashionFrame extended in a new direction. 

    Obviously it's a work in progress, but even now the files can be easily exported into OBJ files.

    Help me extend on an idea if you can.

  4. As the title says. I've been playing Lunaro since yesterday and most of those matches were 2 v 4, 1 v 3. Matchmaking apparently enjoys beating us up, because in several of my matches I joined alongside one other person just to see that my side is losing heavily (0:12 f.e) and the second guy just made the match 2 v 3/4. Maybe MM should force the extra player join the losing side? Too many times I've joined matches that had one side empty. 

     

    Leaving the game should be HEAVILY penalized too. Especially if you're on the losing side. A game mode that is supposed to be fun ends up being the least fun of everything I've ever done in Warframe like this.

    Sorry, but it hurts.

    6cM5x5I.png

  5. Name - Zerker

     

    Special Feature: Unit's strength depends on all player's combined conclave rating (sum of conclave /2)

     

    Description:

    Tyl Regor finally managed to finish his work with gene repair. The new products are expensive, but have no equals among the Grineer. With superhuman strength, quick reflexes and enhanced senses they're sure to bring victory to their Queens. Gene repair made them young and not without a sense of humor. The love combat, but unlike The Grustrag Three they're obedient to their masters and can restrain themselves making mass-production even more important. 

    But above else...

    Those guys are supposed to be badass.

     

    Wielding an arsenal of heavy (and by heavy I mean HEAVY) melee weaponry, and using their mini-jetpacks to slide at extreme speeds they will F*** you up hunt you down. Or die trying.

    Should they be killed in battle they'll scream things like "a good fight, Tenno" etc.

     

    Abilities and moveset:

     

    Jetpack rush - Zerker uses his twin jetpacks to slide towards the enemy at extreme speed stopping in front of him and using the momentum of his sword to slash him in half. Deals massive damage. Has 100% crit chance.

    208d8iw.jpg

    Ragnarok Advance - Zerker performs a combo of slashing attacks. It's length depends on hitting the opponent - if he misses the combo stops.

     

    Queendom Come - Zerker leaps into the air and slams the ground with his weapon dealing aoe dmg with 100% blast status chance. 

     

    Fervor - (passive aura) All Grineer units in 50 meters area gain bonus movespeed and damage, ability to shoot while running, and are forced to charge the Tenno attacked by Zerker trying to surround and overpower him. What's more each successful melee attack performed by Zerker has 30% lifesteal ratio.

     

    6fm9ol.jpg

    Concept topic at: https://forums.warframe.com/index.php?/topic/231054-enemy-concept-zerker-tyl-regors-success-with-concept-art/#entry2676194

  6. Name - Zerker

     

    Faction - Grineer

     

    Class - Elite unit (above lvl 30 only)

     

    Special Feature - Unit's strength depends only on players' conclave rating ( equal to combined rating/2)

     

    Description:

    Tyl Regor finally managed to finish his work with gene repair. The new products are expensive, but have no equals among the Grineer. With superhuman strength, quick reflexes and enhanced senses they're sure to bring victory to their Queens. Gene repair made them young and not without a sense of humor. The love combat, but unlike The Grustrag Three they're obedient to their masters and can restrain themselves making mass-production even more important. 

    But above else...

    Those guys are supposed to be badass.

     

    Wielding an arsenal of heavy (and by heavy I mean HEAVY) melee weaponry, and using their mini-jetpacks to slide at extreme speeds they will F*** you up hunt you down. Or die trying.

     

    Abilities and moveset:

     

    Jetpack rush - Zerker uses his twin jetpacks to slide towards the enemy at extreme speed stopping in front of him and using the momentum of his sword to slash him in half. Deals massive damage. Has 100% crit chance.

    208d8iw.jpg

     

    Ragnarok Advance - Zerker performs a combo of slashing attacks. It's length depends on hitting the opponent - if he misses the combo stops.

     

    Queendom Come - Zerker leaps into the air and slams the ground with his weapon dealing aoe dmg with 100% blast status chance. 

     

    Fervor - (passive aura) All Grineer units in 50 meters area gain bonus movespeed and damage, ability to shoot while running, and are forced to charge the Tenno attacked by Zerker trying to surround and overpower him. What's more each successful melee attack performed by Zerker has 30% lifesteal ratio.

     

    Motivation:

    Ever since I joined Warframe I wanted to be a part of it's creative process. Today is the day it just might come true.

     

    If you guys have ideas of your own you're more than welcome to post them here and together we may create something good enough to be implemented into the game.

     

    If you like the general idea be sure to vote this topic up with this little green arrow on the right. It's impossible to miss it.

     

    The promised art:

    6fm9ol.jpg

    and "black" version:

    2mmv3av.jpg

  7. Name: Infested Ponderer

     

    Behaviour: Stays hidden in nooks and crannys of the ship, hanging cheerfully from the ceiling or standing in a corner surrounded by lesser infected. Enhances abilites and intelligence of nearby allies Giving them the ability to set up traps making volatile runners hide behind the corner and explode when Tenno come close enough and allowing chargers to run on the walls and ceiling and waiting for prey. Doesn't attack by itself unless tenno get too close, when in critical condition beggs them to leave it alone promising to make other infested not attack Tenno unless in self-defense. The general idea is that this enemy should make the player wonder how fast is the infestation progressing and what'll be it's final form. Looking like a giant deformed head (over 2meters high) complete with grineer and corpus heads sticking out of it would be a hideous sight, even if not really dangerous if left alone.

     

    Attacks: Uses nearby infested to block Tenno's path to itself, In close-mid range uses blade-like tendrills and flesh spikes in melee range. It's panic attack would be Psychic Bolts. When attacked from range uses flying infested tissue (the glowing one seen in infested missions) to block damage to some degree.

     

    Environment Restrictions: New infested levels, ceilings and corners of infested levels. Prefers cramped place where it can hide. Doesn't spawn on Extermination.

     

    Poorly Drawn example:

    2rr5ens.jpg

  8. I know the feel. Im kinda curious, what would be the worst he could do other then spam the forums and DE`s support mail?

    Nothing in particular. It was just a figure of speech.

     

    After hours of farming I've dropped some stances and all I can say is they don't add anything to the gameplay after all. Enemies are either too weak to bother with executing them or too strong to get close to them.

     

    I'm disappointed.

  9. [Whine section]

    Melee 2.0. We all know it's a failure. It almost feels like Vay Hek's project Tethra. All this effort and BAM! Nothing. 

     

    Why is that? Because we can't find stance mods. What's going to be next? Will you take ability mods from warframes and make people collect them through grind? It feels this way and it's the same at it's core.

     

    If you make something for people to experience and then say "NO, BECAUSE RNG WALL!" Then you fail. Dramatically, drastically and what was supposed to be fun becomes your undoing.

     

    There's only one picture that can describe this and knowing full well there may be consequences I still post it along:

    3mLydMU.png

     

    [suggestion section]

    post-16097-Angry-James-Woods-Hades-Okay-

     

    Okay. Now for some constructive feedback. Let's make some things clear:

     

    -you CAN'T buy those stance mods on the market so making them inaccessible isn't a way to get money from people.

    -they are NOT provided with plat-bought weapons like potatoes are.

    -You can only acquire them via GRIND or buy from players who have GRINDED them.

     

    Therefore I assume that increasing the grind was your goal with this update. Possibly to make up for no end game until solar rails are constructed.

     

    Now, tell me why are Warframes delivered with abilities? Because if they weren't it wouldn't be fun, hell, you even changed the script so those early mods take 0 mod points so new players can enjoy them!

     

    That's all fine and dandy if you understand that making a melee system that handicaps it's user unless he has a super-rare stance mod is a bit counterproductive to say the least. And it's extremely boring just as melee 1.0. In my opinion you have failed to notice such a fact.

     

    Here's what I suggest

    Deliver each stance mod with each weapon just like you do with abilities and warframes. Make your choices consistent, not irritating.

     

    Simple? Simple. If you want RNG it's more than enough already. The lower it becomes the more people will like your game. 

     

     

    If you need RNG to make people play your game, then this game is not worth it.

     

     

     

    I've been a Tenno since Dark Sector and it pains me to see the RNG increase more and more.

     

    I'm done.

    Since+_77014b53933275fba30b33c5997b710f.

     

  10. Question [that nobody will read]

    With all the new (and hopefully cool) stuff incoming making the gameplay more organic and unique what do you think of turning new infested tilesets into horror missions with rare but really strong enemies, darkness everywhere, narrow passageways and the feeling of terror instilled by any enemy Tenno encounter? 

    I think that would be something new, something the Tenno are not used to. 

    In space nobody will hear you scream, and even if they do, they'll be glad to hear it again.

  11. Alright, event idea coming up to introduce the hubs.

     

    1. Darvo decides to tip us off about corpus space stations used for surveillance or whatever.

    2. He's also willing to sell us some corpus techno magic that lets us take control of the station's systems.

    3. Tenno buy the corpus stuff from the market and load it into a repurposed proxy of their choice. Bigger proxies in clantech, smaller stuff for single players.

    4. Tenno march into the stations and are faced with a multi part mission, possibly disabling shields to allow proxies to unload, defending proxies while they hack the station etc.

    5. When enough missions have been run the hubs are open for business.

    Yes, something like this. 

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